batman78781 Posted December 31, 2015 Share Posted December 31, 2015 On 12/11/2015 at 9:17 AM, Space Cowboy said: http://forum.kerbalspaceprogram.com/index.php?/topic/127577-millennium-falcon-105-progress-but-on-hold-for-now-video/ I am down to 50 parts but not getting anywhere near the fps I was hoping for. Suggestions? It's probably the models that take up the most fps. I've had the same problem. Texture reduction packs help, but you could try opening the image files ( Gamedata/Squad/Parts/Structural/structuralPanel 1x1 or 2x2) in paint or some other photo editor, and replace the texture with plain gray or whatever other color. This should help the fps, but it may make for a different look (plain colors look kinda boring imo) You shouldn't need to mess with the welding files, it will pick up the change and apply it to the welded parts. Hope this helps. Its looking great though! Quote Link to comment Share on other sites More sharing options...
Farbdose Posted January 1, 2016 Share Posted January 1, 2016 (edited) Hi everyone I am playing on an old Thinkpad and have some performance problems with ships over >200 parts.... Nothing new here Problem is now that i have to dock two 150-Part-Ships together and that will be to much, so I thought welding all the tanks together will help a bitList of mods I am using Here my problems: 1. Setup one: weld all interstellar fueltanks / lifesupport / reaction wheel / mono propelant together and add some Closed cycle gas core engines: When I attach the closed cycle gas core engines to a welded interstellar tank the debug log gets flooded with these exceptions (not a real problem but maybe a part of the real one) [Exception]: ArgumentNullException: Argument cannot be null. Parameter name: source 2. When a craft with a welded interstellar fuel tank in it reaches about 6000m height, it looks like all parts detach from the welded part for a every short moment and then snap back into place or the welded part just vanishes (This happens at ~18km, ~24km, ~32km... too). Its basicly a kraken attack every 6km height that the craft can sometimes survive if the engines are off at that moment (otherwise they burn the parts that happend to be behind them e.g. the command pot)Before and after 6000m I looked for some parameters that had something to do with these 6000m but the only thing that came to mind where the Kerbin Eq. Radius (600km) and the SOI (6000km) .... sure there is some difference in the power but who knows what you calculate with these^^ There isn't anything related in the debug log ether Repeated the launch with all cheats enabled to make sure its not a simple structural failure -> same result Repeated the launch with normal fueltanks -> everything is fine So it looks like Welding and Interstellar Extended don't work very well together. But I really wanted to use this setup so I am currently using no welding and try to dock with 5 fps -.- Any idea how to fix this? I found a post that implies you already knew about problems with Interstellar Extended but that post was from May 2015 and since its not listed as incompatible on the front site I thought you were successful. (If you knew where to look but don't have the time to fix it just point me to the right file in the Github repo) Oh and a happy new Year ;-) Edited January 1, 2016 by Farbdose Quote Link to comment Share on other sites More sharing options...
Valkyria90 Posted January 2, 2016 Share Posted January 2, 2016 Ok, i've used this mod for a while now, and it I wish the core of this mod worked differently. Instead of having to make a new part that is forever(or until deleted) stored among all the other parts, I would rather like the welding I do to be a "one time effort". My dream scenario for this mod would be to "Select a root part" then "click neighbouring parts", and then these get welded together. I wish this mod could work in this way instead of the way it works (and often doesn't work) like now Quote Link to comment Share on other sites More sharing options...
WuphonsReach Posted January 3, 2016 Share Posted January 3, 2016 In general, engines cannot be welded. Parts that do things with fuel-switching or texture swaps in the right-click tweak menu can also be poor candidates (unless maybe you edit the .cfg file afterwards). The best welding is done in a stock KSP install with just UbioZur + the mod that contains the parts that you want to weld. The fewer mods the better when it comes do creating welded parts. And you'll still have to edit the .cfg afterwards to look for any strangeness. I've done lots of "fuel tank + mono tank + reaction wheel + battery" welds and had it come out okay. You can even get away with adding certain resource mods (USI-LS Supplies / Mulch / Fertilizer tanks, TAC-LS tanks). Other times, the container will just not weld properly (usually due to texture / content swapping in a right-click menu). Anything animated (which include most engines with gimbals) will almost always not weld properly. 6 hours ago, Valkyria90 said: Ok, i've used this mod for a while now, and it I wish the core of this mod worked differently. Instead of having to make a new part that is forever(or until deleted) stored among all the other parts, I would rather like the welding I do to be a "one time effort". My dream scenario for this mod would be to "Select a root part" then "click neighbouring parts", and then these get welded together. I wish this mod could work in this way instead of the way it works (and often doesn't work) like now It can't, because under the hood, KSP uses part files at the root of everything. To see how this works, take (2) fuel tanks and weld them together. Open the .cfg file up in a text editor and compare that to the original fuel tank .cfg file. All UbioZur is doing is creating multiple MODEL{} sections in the combined .cfg and calculating their visual offset with relationship to each other (as well as some other housekeeping). Quote Link to comment Share on other sites More sharing options...
Alewx Posted January 6, 2016 Share Posted January 6, 2016 On 02.01.2016 at 11:11 PM, Valkyria90 said: Ok, i've used this mod for a while now, and it I wish the core of this mod worked differently. Instead of having to make a new part that is forever(or until deleted) stored among all the other parts, I would rather like the welding I do to be a "one time effort". My dream scenario for this mod would be to "Select a root part" then "click neighbouring parts", and then these get welded together. I wish this mod could work in this way instead of the way it works (and often doesn't work) like now It is open source, so it is up to you to make a new one out of it, but runtime weldments are not very much liked by the game. Sorry all for my absence in the time, but this new forum is just a pain in the ....@WuphonsReach says it quite well. Right now I'm waiting for 1.1 and maybe some improvements to the forum, before I start with updates or new features. Quote Link to comment Share on other sites More sharing options...
Alewx Posted January 6, 2016 Share Posted January 6, 2016 Installing the mod alone won' Change much as it only is about 200kb big, you Need to create some weldments to increase the Memory useage. Quote Link to comment Share on other sites More sharing options...
elpollodiablo Posted January 8, 2016 Share Posted January 8, 2016 (edited) If CoLOffset and CoPOffset aren't needed, will it hurt to just delete them instead of setting them to 0, 0, 0? They gave me quite the headache with constantly flipping my giant heatshield over, and when i found out what the CoP does from another thread i figured that it only could be that (values were -69.102, 1.8, 0). Edit: Nvm, im finally back at my computer and was able to test it, you can delete it. But with a little trial and error they are actually pretty handy in balancing the part. Edited January 9, 2016 by elpollodiablo Quote Link to comment Share on other sites More sharing options...
scribbleheli Posted January 13, 2016 Share Posted January 13, 2016 I used this mod to create a large Jool Bound ship. I followed the rules I believe, but have discovered that if I right click on my welded parts. It breaks the right click menu until I switch to a distant vessel that requires a load. I have a bunch of fuel tanks welded together to make just one big one, All docking ports, engines, radiators ect ect are not welded to it. If I right click to check fuel level, nothing comes up. And from then on I cant right click on any other part of the ship. Has anyone else run into this? Quote Link to comment Share on other sites More sharing options...
Fury1SOG Posted January 16, 2016 Share Posted January 16, 2016 On 2016年1月13日 at 2:26 AM, scribbleheli said: I used this mod to create a large Jool Bound ship. I followed the rules I believe, but have discovered that if I right click on my welded parts. It breaks the right click menu until I switch to a distant vessel that requires a load. I have a bunch of fuel tanks welded together to make just one big one, All docking ports, engines, radiators ect ect are not welded to it. If I right click to check fuel level, nothing comes up. And from then on I cant right click on any other part of the ship. Has anyone else run into this? Do you have a science module on the part? http://forum.kerbalspaceprogram.com/index.php?/topic/63532-science-lab-module-migration-problem/#comment-966816 Quote Link to comment Share on other sites More sharing options...
scribbleheli Posted January 17, 2016 Share Posted January 17, 2016 Crap.. Yes, a Science lab as the, I guess last part. i read the link. But didnt understand any of it. Heres my ship. I tried to get it to highlight the welded modules. Quote Link to comment Share on other sites More sharing options...
Fury1SOG Posted January 17, 2016 Share Posted January 17, 2016 @scribbleheli, share your CFG and I can take a look. Quote Link to comment Share on other sites More sharing options...
scribbleheli Posted January 18, 2016 Share Posted January 18, 2016 would that be in the weld mod folder? Quote Link to comment Share on other sites More sharing options...
Fury1SOG Posted January 18, 2016 Share Posted January 18, 2016 5 hours ago, scribbleheli said: would that be in the weld mod folder? Yes, there should be a CFG file with the part name in one of the subfolders under ¥UbioweldingLtd¥Parts¥. Quote Link to comment Share on other sites More sharing options...
scribbleheli Posted January 18, 2016 Share Posted January 18, 2016 Alrighty thanks Ill jump into that after work and post it. Thanks for the help. Quote Link to comment Share on other sites More sharing options...
scribbleheli Posted January 19, 2016 Share Posted January 19, 2016 Spoiler PART { name = Long-Range-Core module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_topmk2CrewCabin0 = 0, 5.736, 0, 0, 1, 0, 1 node_stack_bottomLarge.Crewed.Lab4 = 0, -5.045, 0, 0, -1, 0, 2 node_attach = 0, 0, 0, 0, 0, 0, 0 CrewCapacity = 6 TechRequired = highAltitudeFlight entryCost = 63000 cost = 12400 category = Utility subcategory = 0 title = Long Range core manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,1,1,1,0,0,0 mass = 6.67 vesselType = Ship dragModelType = default maximum_drag = 0.194 minimum_drag = 0.253 angularDrag = 1.875 crashTolerance = 21.904 breakingForce = 168.777 breakingTorque = 168.777 maxTemp = 1000 fuelCrossFeed = True explosionPotential = 0.5 thermalMassModifier = 1 heatConductivity = 0.12 emissiveConstant = 0.45 radiatorHeadroom = 0.25 bulkheadProfiles = size2 MODEL { model = Squad/Parts/Utility/mk2CrewCabin/model position = 0, 4.798, 0 scale = 1, 1, 1 } MODEL { model = Squad/Parts/FuelTank/adapterTanks/Size2-Mk2 position = 0, 1.986, 0 scale = 1, 1, 1 } MODEL { model = Squad/Parts/Command/advancedSasModuleLarge/model position = 0, -0.139, 0 scale = 1, 1, 1 } MODEL { model = Squad/Parts/FuelTank/RCSFuelTankR1/model position = 0, -0.889, 0 scale = 1, 1, 1 } MODEL { model = Squad/Parts/Science/LargeCrewedLab/large_crewed_lab position = 0, -3.214, 0 scale = 1, 1, 1 } RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 0 maxAmount = 440 } RESOURCE { name = MonoPropellant amount = 750 maxAmount = 750 } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2 collectActionName = Take Data allowRepeatedSubjects = True } MODULE { name = ModuleAnimateGeneric animationName = CrewCabinLight actionGUIName = Toggle Lights startEventGUIName = Lights On endEventGUIName = Lights Off } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.35 dragAtMaxAoA = 0.15 dragAtMinAoA = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModuleReactionWheel PitchTorque = 30 YawTorque = 30 RollTorque = 30 RESOURCE { name = ElectricCharge rate = 0.6 } } MODULE { name = ModuleScienceLab containerModuleIndex = 0 dataStorage = 500 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 0.1 ContextBonus = 0.25 homeworldMultiplier = 0.1 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } MODULE { name = ModuleScienceConverter scientistBonus = 0.25 researchTime = 7 scienceMultiplier = 5 scienceCap = 500 powerRequirement = 5 ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } MODULE { name = FlagDecal textureQuadName = flagTransform } } Heres my cfg. it appears as i might have added a crew cabin and science lap into one part. i didn't know that wasn't allowed Quote Link to comment Share on other sites More sharing options...
Fury1SOG Posted January 19, 2016 Share Posted January 19, 2016 9 hours ago, scribbleheli said: Hide contents PART { name = Long-Range-Core module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_topmk2CrewCabin0 = 0, 5.736, 0, 0, 1, 0, 1 node_stack_bottomLarge.Crewed.Lab4 = 0, -5.045, 0, 0, -1, 0, 2 node_attach = 0, 0, 0, 0, 0, 0, 0 CrewCapacity = 6 TechRequired = highAltitudeFlight entryCost = 63000 cost = 12400 category = Utility subcategory = 0 title = Long Range core manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,1,1,1,0,0,0 mass = 6.67 vesselType = Ship dragModelType = default maximum_drag = 0.194 minimum_drag = 0.253 angularDrag = 1.875 crashTolerance = 21.904 breakingForce = 168.777 breakingTorque = 168.777 maxTemp = 1000 fuelCrossFeed = True explosionPotential = 0.5 thermalMassModifier = 1 heatConductivity = 0.12 emissiveConstant = 0.45 radiatorHeadroom = 0.25 bulkheadProfiles = size2 MODEL { model = Squad/Parts/Utility/mk2CrewCabin/model position = 0, 4.798, 0 scale = 1, 1, 1 } MODEL { model = Squad/Parts/FuelTank/adapterTanks/Size2-Mk2 position = 0, 1.986, 0 scale = 1, 1, 1 } MODEL { model = Squad/Parts/Command/advancedSasModuleLarge/model position = 0, -0.139, 0 scale = 1, 1, 1 } MODEL { model = Squad/Parts/FuelTank/RCSFuelTankR1/model position = 0, -0.889, 0 scale = 1, 1, 1 } MODEL { model = Squad/Parts/Science/LargeCrewedLab/large_crewed_lab position = 0, -3.214, 0 scale = 1, 1, 1 } RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 0 maxAmount = 440 } RESOURCE { name = MonoPropellant amount = 750 maxAmount = 750 } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2 collectActionName = Take Data allowRepeatedSubjects = True } MODULE { name = ModuleAnimateGeneric animationName = CrewCabinLight actionGUIName = Toggle Lights startEventGUIName = Lights On endEventGUIName = Lights Off } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.35 dragAtMaxAoA = 0.15 dragAtMinAoA = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModuleReactionWheel PitchTorque = 30 YawTorque = 30 RollTorque = 30 RESOURCE { name = ElectricCharge rate = 0.6 } } MODULE { name = ModuleScienceLab containerModuleIndex = 0 dataStorage = 500 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 0.1 ContextBonus = 0.25 homeworldMultiplier = 0.1 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } MODULE { name = ModuleScienceConverter scientistBonus = 0.25 researchTime = 7 scienceMultiplier = 5 scienceCap = 500 powerRequirement = 5 ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } MODULE { name = FlagDecal textureQuadName = flagTransform } } Heres my cfg. it appears as i might have added a crew cabin and science lap into one part. i didn't know that wasn't allowed Try changing the containerModuleIndex = 0 to containerModuleIndex = 1 Quote Link to comment Share on other sites More sharing options...
steuben Posted January 19, 2016 Share Posted January 19, 2016 Quote If you weld together multiple RCS, you will not be able to use the weldment for rotation - the game doesn't allow it. does that mean welding RCS <-> RCS <->other part won't work, but RCS <-> other part <-> RCS will? Quote Link to comment Share on other sites More sharing options...
Raptor9 Posted January 19, 2016 Share Posted January 19, 2016 I don't have much experience with this mod, but I have read the limitations on the first page. I was trying to weld together a flight deck using wing panels as you can see below. I used a Modular Girder Segment in the SPH as my root part, and then built from there using mirror symmetry. After welding what you see below into a single part, I built a three-hulled underside using Mk3 fuselage tanks and then moved the entire assembly from the runway to the ocean with hyperedit. When it was placed into the water, the flight deck went spinning off at high speed, and the hull pieces just broke apart and floated as a debris field. Sitting on the runway, it's fine. When I move it over to the grass with hyperedit, it seems fine, but any uneven terrain with one side touching down first, however gently, and the welded flight deck goes flying off. I have no clue on what else I should be providing for bug isolation and/or reporting. Maybe this is just anther limitation. Anybody have any thoughts? Quote Link to comment Share on other sites More sharing options...
terminator1128 Posted January 20, 2016 Share Posted January 20, 2016 If you were to weld a strut to a fuel tank, then what would happen if the strut exploded from overheating or something? Quote Link to comment Share on other sites More sharing options...
jmbailey2000 Posted January 20, 2016 Share Posted January 20, 2016 (edited) 2 hours ago, terminator1128 said: If you were to weld a strut to a fuel tank, then what would happen if the strut exploded from overheating or something? There is no need for struts since welding is creating a single piece, so you should remove all struts before performing the weld. Edited January 20, 2016 by jmbailey2000 Quote Link to comment Share on other sites More sharing options...
jmbailey2000 Posted January 20, 2016 Share Posted January 20, 2016 (edited) On 1/2/2016 at 5:11 PM, Valkyria90 said: Ok, i've used this mod for a while now, and it I wish the core of this mod worked differently. Instead of having to make a new part that is forever(or until deleted) stored among all the other parts, I would rather like the welding I do to be a "one time effort". My dream scenario for this mod would be to "Select a root part" then "click neighbouring parts", and then these get welded together. I wish this mod could work in this way instead of the way it works (and often doesn't work) like now I have never needed a run time type of weld because I build weldments that are planned to be reused for ships (engine boosters fuel modules, landers, tugs, especially orbital fuel stations, etc.). However, what I have found is that I perform the weld, exit to the main map with the buildings and then use Alt-F11 to bring up Module Manager which lets me reload the database so I can go right back to VAB and the new part is now available. Speeds up the process instead of existing all the way out of KSP and back in. Rarely do I have to exit to Windows. Edited January 20, 2016 by jmbailey2000 Quote Link to comment Share on other sites More sharing options...
Guest Space Cowboy Posted January 28, 2016 Share Posted January 28, 2016 Raptor9 in the past wings have not been weldable. I don't know if that means you CAN weld them but they WON'T fly right, or if it means you CAN'T WELD - obviously you have. I know nothing more. Quote Link to comment Share on other sites More sharing options...
Alewx Posted January 28, 2016 Share Posted January 28, 2016 2 hours ago, Space Cowboy said: Raptor9 in the past wings have not been weldable. I don't know if that means you CAN weld them but they WON'T fly right, or if it means you CAN'T WELD - obviously you have. I know nothing more. You can Weld them, but they will not work correct. Welding is far from perfect. Quote Link to comment Share on other sites More sharing options...
RizzoTheRat Posted January 29, 2016 Share Posted January 29, 2016 This may be a stupid question but does this only weld normal connections, or will it weld part overlaps? ie if I join 4 girders in a square, as standard there will only 3 joins, the last girder will only be connected at one end. Will this create a square with one unconnected corner or will it join the 4th corner where the parts overlap? Quote Link to comment Share on other sites More sharing options...
Alewx Posted January 29, 2016 Share Posted January 29, 2016 11 minutes ago, RizzoTheRat said: This may be a stupid question but does this only weld normal connections, or will it weld part overlaps? ie if I join 4 girders in a square, as standard there will only 3 joins, the last girder will only be connected at one end. Will this create a square with one unconnected corner or will it join the 4th corner where the parts overlap? It will make it a single part that has in itself no structural weakness but the last unused attachNode will still be there, which you need to edit manually out. Quote Link to comment Share on other sites More sharing options...
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